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Back in the forest - DM Marcin 
Monday July 21st, 2008 9:28:44 AM

General consensus being that the sarcophagus can wait a bit longer until it is properly disposed of, the group sets off to return to the Shallow Springs.

The magic travel is, as usual, as quick as a blink of an eye. When the buildings of the sanctuary come into view the salty sea breeze is replaced by the rich, earthy aromas of the forest with a hint of smoke and farm animals thrown in. Somebody somewhere close is cooking dinner.

It looks like a late afternoon. A few people are slowly moving between buildings of the tiny settlement. The familiar black dog runs up to the newcomers and starts to wag its tail. As the Knights march in they are greeted by an occasional nod of a head or an absent-minded stare. Two voices can be heard discussing something rather hotly at the shrine. As the group approaches the old altar Filea and Athor stop their conversation and walk down the stairs to greet them.

"Back from the planar sightseeing already, eh?" - jovially says the plump priest. "While you were away tracking spirits we had a real battle on our hands! A troll came out of the woods straight at the village! A troll! Here! Imagine that!" - the man almost jumps up and down, previously unseen light in his eyes. "Well, I bet you have a lot to discuss with Filea. I must go anyway, my patient looks like he's getting ready to pass on."

The priestess watches after her subordinate as he makes his way to the cellars. "He's been here for eight months now, we haven't been bothered by anybody or anything even once, and still he wakes up every morning and prays for a volley of Flame Strikes? Sometimes I really wonder about the man."

[Experience points for the previous scene: every character receives a base 5035 XP award. I am accepting nominations for extra XP for good role-playing (either e-mail me or post a private message on the board). Hero points have been already handed out after combats in which they have been earned.]

Draax HP 166, AC35 
Monday July 21st, 2008 6:36:49 PM

Draax eagerly listens to the priest's tale of the troll. He is a little disappointed when the priest leaves without finishing the story. To Filea, Draax says "So, was anyone hurt by the troll and did one flame-strike take it down?"

Jova 104/104 HP AC 30 
Monday July 21st, 2008 7:35:54 PM

To Dwight,

"I understand the need to destroy the orb, was just giving ideas. By the way you should do that thing calling the mans spirit again, see if we really dispatched spme of his demons."

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Monday July 21st, 2008 8:37:38 PM

Vedik nods at Jova. "Calling him now may prove some insights into the case. We should also investigate our leads."



At Shallow Springs - DM Marcin 
Tuesday July 22nd, 2008 3:56:49 AM

"Fortunately, the troll never made it into the shrine" - explains the priestess. "Athor kind of burned it up every time it got too close. Eventually it gave up and returned to the forest. I'm more than a little concerned, though. This has never happened before here. We'll need to keep night watches now. If this happens again I'll have to relocate everyone. Even if nobody is hurt directly these people need peace and quiet above everything else. I just hope it came here by chance and was not driven here by the Culverwood."

Monthor Hit Points:155 AC32 Monthor 
Tuesday July 22nd, 2008 8:27:05 AM

ooc> I nominate everyone in the party for an additional Hero Point for better then good cooperative play.
And one for Tratain for his leadership skills.

" Mees a little concern that a troll would be coming here to attack the shrine. They're not usually that brave. Something out there must have pushed it into doing this. Me thinks that mees and Fred should go and deal with this threat.. and by "deal" me means, kill it.... a rogue troll is a dangerous troll. Better to put it down before it attacks anyone else.... anyone else want to join in the fun?

ooc> Can we also split the loot up and do a quick side trip to the Cats? I want a spare Mountbank for Monthor.



Dwight 
Tuesday July 22nd, 2008 7:52:37 PM

Dwight agrees and gets ready to cast his spell again on the tormented man. "Anything in particular I should try to ask first? "



Vedik Current Spells AC 31 (13 touch) HP 210/214 
Tuesday July 22nd, 2008 8:29:19 PM

Vedik ponders Dwight's question. "Do ya remember us speaking to you, and has anything changed? might be good places to start.



Tratain Current Spells 
Tuesday July 22nd, 2008 9:09:20 PM

Tratain says "I'm not sure calling the spirit again will get us anything more than last time, and Athor said it looks like the man is about to pass into Gargul's Realm."

He continues "If Arien can Identify everything we have here we can split things up, we will also need some of these items appraised if we want to sell them. We should probably stay close to the shrine here for another day or so just in case Lord Arrak or someone else needs to find us in a hurry."

Given a day or Rest Tratain can use Miracle to emulate Analyze Dweomer if Arien doesn't to it, and or Barnum's Appraisal if Arien can provide the Analyze Dweomer spell. After casting the spell Tratain will be able to make all of the appraise checks in the above post.


Draax HP 166, AC35 
Tuesday July 22nd, 2008 10:55:54 PM

While the others talk about magic, Draax listens to Monthor's idea about the troll. "I agree, the troll should at least be checked on to make sure that it was a one time incident. If it is roaming out there free it will need to be dealt with. Most important, if something did push it, we need to know and assess the threat."

Jova 104/104 HP AC 30 
Wednesday July 23rd, 2008 4:07:26 AM

"Maybe the Culverwood forced the Troll out, like a fire does to creatures in nature? Also I reaffirm it a good idea to call the mans spirits. Not for new information, just to make sure we havent been duped. If the same spirits shpow up, after we had killed several, can we believe anythiong we learned in that realm?

Planning the next day - DM Marcin 
Wednesday July 23rd, 2008 6:13:24 AM

The party decides to spend the next day resting and preparing for the dangers to come.

Analysis of the newly captured magic items can be performed if desired and if proper spells are used.

There is enough time to spend 8 hours crafting, if desired.

A side trip to the Catacombs is also possible, provided that instant travel magic is available to take the group to Plateau City and back [if someobdy still has enough Teleports you can visit the Catacombs. Initiate the transaction and state that you bring back a parcel. The contents will be available once the transaction is complete].

An examination of the necromancer shows that his condition is rapidly worsening. Whatever life force is left in him is quickly seeping away. It is still possible to perform the calling ritual if you so desire.

The trail of the troll is about 5 hours cold [following it would require several tracking checks. The DC would be 10, but you would have to move at speed faster than the troll to gain on him, so the DC would go up. Let me know if you intend to try to catch up - who goes, how many hours do you want to spend, at what speed do you move, and then make about 10 tracking checks].

[Jerry made it very clear that hero points are only for actions when there is danger involved, so no hero points for good cooperation etc. - sorry.]

Vedik Current Spells AC 31 (13 touch) HP 210/214  d20+29=43 ; d20+29=49 ; d20+29=34 ; d20+29=44 ; d20+29=49 ; d20+29=34 ; d20+29=34 ;
Wednesday July 23rd, 2008 8:20:11 AM

Vedik decides to spend the day crafting. Finding a suitable spot, he calls forth worldsblood into his cupped hands, recharging some of Tratain's wands before turning to his craft. He begins to work on his headband, happy with the progress he is making.

He also mentions that should they visit the catacombs, they should stop to see Lord Arrak and arrange the transfer of the Nightstones.

OOC:
7 Successful draws: 28 drops
1 drop for quicker creation
15 drops: Recharge Tratains Wand of Cure Serious Wounds +5 charges
8 drops: Recharge Tratains Wand of Death Ward +2 charges
4 drops: Recharge Tratains Wand of Resist Energy +2 charges

[DM Marcin] 
Wednesday July 23rd, 2008 9:59:54 AM

[Folks, during last battle there were problems with the legibility of my maps and I promised I'll work on a new map template. Let me know if this is fully readable to everyone.]

Monthor Hit Points:155 AC32 Monthor  d20+10=25 ; d20+10=21 ; d20+10=20 ; d20+10=18 ; d20+10=19 ; d20+10=29 ; d20+10=18 ; d20+10=20 ; d20+10=30 ; d20+10=25 ;
Wednesday July 23rd, 2008 10:37:45 AM

" Draax, Fred and me should be able to handle the Troll. Only problem is that me don't have anything that flames anymore to coop de grass it... "

ooc> I'd suggest that we give it 24 hours to track the troll down. I'm okay with running (speed 60). Or even flying ( winged boots) for part of the way. Monthor has no tracking skills.
Checks are against fatigue for running ( Con 14 plus Endurance feet).


Draax HP 166, AC35  d20+5=17 ; d20+5=24 ; d20+5=20 ; d20+5=10 ; d20+5=9 ; d20+5=22 ; d20+5=23 ; d20+5=21 ; d20+5=8 ; d20+5=23 ;
Wednesday July 23rd, 2008 5:59:54 PM

"I have my bow and some Alchemist Fire to make some flames." Draax will follow Monthor's lead and move at the speed suggested by the dwarf.

(OOC: I have no problem reading the new map.)


Jova 104/104 HP AC 30 
Wednesday July 23rd, 2008 6:18:52 PM

OOC Map looks great

Jova only has one available teleport spell left over. He will go with Draax and Monthor if necessary.

Dwight  d20+15=26 ; d3=2 ; d20+15=33 ; d3=2 ; d20+15=23 ; d3=2 ; d20+15=33 ; d20+15=32 ; d20+15=27 ; d20+15=30 ; d20+15=35 ; d20+15=23 ; d20+15=19 ; d20+15=17 ; d20+23=35 ; d20+23=38 ; d20+23=40 ; d20+23=29 ; d20+23=39 ; d20+23=26 ; d20+23=40 ; d20+23=31 ; d20+23=38 ; d20+23=34 ; d20+23=41 ;
Wednesday July 23rd, 2008 10:00:23 PM

Dwight doesn't have much else to do, so he offers to go with Monthor. Though he too does not have tracking, he does have a decent spot check, and an eagle with very good eyes.

spot check: 26, 33, 23, 33, 32, 27, 30, 35, 23, 19, 17 (11 checks)

eagle spot checks: 35, 38, 40, 29, 39, 26, 40, 31, 38, 34, 41 (11 checks)

"My bow has some fire, enough to end a troll once its down. Besides once its down, the burning part is easy"

Tratain Current Spells 
Wednesday July 23rd, 2008 10:29:12 PM

Tratain will go with Monthor and the Others to track the Troll. In the Morning he appraises the Items and asks Arien to Identify the Magic ones.

So much for troll hunting - DM Marcin 
Thursday July 24th, 2008 3:49:00 AM

After an hour of wandering through the forest looking for tracks it becomes obvious the party would need a dedicated tracker to hunt down the runaway beast [you need a Track feat to be able to follow tracks at any reasonable pace, much less to make greater speed than the troll. Spot does let you notice tracks, but takes too much time to make fast tracking possible].

With the supply of Teleports expended it looks like the visit to the Catacombs will have to be delayed.

The necromancer dies later that afternoon. His body is burned before it is taken out of the warded room. Later his ashes are poured into the stream by Filea with a simple "May the judgement of Gargul be just".

The night passes uneventfully. In the morning, when new spells are prepared, Tratain is able to figure out the value of the nonmagic items [you can now read the spoilers in the previous post].

A new day dawns. A Sending from Arrak arrives at sunrise: "Divinations show very little time left. Hurry. Probably less than three days till the project is complete".

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+29=47 ;
Thursday July 24th, 2008 7:25:59 AM

Vedik performs his morning prayers, and calls woldsblood to anoint his armor and shield. He uses the remaining drops to recharge one of his wands.

Morning tasks done, he moves with more urgency. "It's time to go, we've got ta get ta the Darkmoon Gate."



Draax HP 166, AC35 
Thursday July 24th, 2008 6:34:58 PM

Draax follows the troll's tracks for a few hours. If they cannot catch up with the troll, they can at least ensure that it is moving away from the village. If the troll does not stop long enough for the group to catch up with it, Draax will return to the village with the others and get a couple of hours of sleep before the group sets off again.

Tratain Current Spells 
Thursday July 24th, 2008 8:07:03 PM

When the Sending From Lord Arrak arrives, Tratain calls everyone together and says "After we Prepare spells for today we will use the instructions the spirit gave us and Go after this Darkmoon gate the sons of Dread have. Arien, we will need you to memorize a greater Teleport to take us all there as Jova would have to make two Trips to bring Everyone, we have to arrive all together. The Spirit Said that a Golem collected the Stones from him so we know there will be at least one of those waiting on the Other Side. There will probably be undead as well since the Sons Like Necromancy."

He continues "Arien, I'd like you to use the Stone Skin wand on everyone before we Teleport, I will use the Death Ward Wand and the Resistance Wand to Protect everyone from Fire who Needs it. Lets get ready to move out, Cast anything that is going to help and last a while, use short term spells if you want to."

Right before the Group departs Tratain uses the wands on everyone, and casts some buffs on himself and Shield other and Delay Poison on Arien, and Delay Poison on Jova. (Charges taken off Character Sheet.)

OOC: Tratain's Magic Weapon spell Now Grants +5 Enhancement, Monthor's Axe, 50 Arrows of Dwights Choosing, and Draax's Bow get it every Morning. Also Adam, since we can't see your character sheet can you keep Troy/Vedik informed on how many charges are left in the Stoneskin wand?

--------------------------------------------------------------
Tratain HP 198/198 AC 43
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Tongues, Comprehend Language, See Invisibility

Monthor Hit Points:155 AC30 Monthor 
Thursday July 24th, 2008 9:19:10 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward

------------------------------
After listening to Tratain, Monthor switches out his Necklace of Adaptation and instead replaces it with his Scarab of Golem Bane. He then explains to Tratain and the others that the item allows him to detect golems within 60' of the party and to bypass all of their damage reductions. In otherword, the party needs to get Monthor in close to the golems and then keep him alive as he and Fred chops them to bits.



Dwight hp 99, AC 25 
Thursday July 24th, 2008 9:53:09 PM

Dwight nods as Tratain speaks and readies the group. He calls to Whisk and explains the situation, and tells others that Whisk will only aid if bodies need to be retrieved and can be done without major harm to itself.

"Otherwise, its just me and my arrows, which hopefully will prove more effective now thanks to Tratain."

Just before the gate is cast, Dwight turns himself invisible (via ring). "Hopefully, the first volley will take be taking by surprise!" says a bodiless common voice nearby.

----------------------
Death Ward
Stone Skin 150/159
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows

Arien(HP 118/118: AC: 21(touch:17) Stoneskin, Shield Other, Delay Poison, Mage ArmorSpells  d4=3 ; d4=4 ;
Friday July 25th, 2008 1:19:50 AM

Arien takes a few moments to cast Analyze Dweomer on the objects the party has discovered and relays the findings to the others. That done Arien spends the rest of the day working out a pair of new spells to use. The next day Arien makes sure to memorize a teleport for the travel and uses the wand of stoneskin to apply the spell to the party.

(I could have sworn I posted this yesterday but looks like I must have not. Wierd, ignore the second d4, +3 hp for level up.)

Jova 104/104 HP AC 30 
Friday July 25th, 2008 2:37:12 AM

Nods his head in agreement.

To the gate - DM Marcin  Teleport roll: d100=53 ;
Friday July 25th, 2008 3:40:28 AM

Now that everyone is ready the Knights gather together and prepare for the journey to the Darkmoon Gate.

There is a difficult task ahead of Arien, as even the Greater Teleport has its limitations, and the destination haven't been seen by the wizard even once, but luck is with the party and, after hanging for several long seconds stretched in the non-dimensional void, the group is spewed out by the spell back into the Wold.

The Knights find themselves standing in the middle of a swampy forest next to a pale stone monolith that is as tall as a large house. The trees all around are black with no leaves; their branches are twisted like arthritic fingers. Water sloshes under the boots of the heroes. Wisps of mist slowly move between the trunks. The air is damp and reeks of rot and death. There is coolness in the air. The sky is covered with leaden clouds; the little sunlight that makes it through them seems as cold and dead as the rest of this devastated, cursed landscape.

Welcome back to the Lands of Dread.

Nothing moves. Not a living (or unliving) thing can be seen anywhere around - just the vastness of the dead forest.

A narrow path leading away from the monolith has been laid out with flat, gray stones. Heavy feet have trudged them deep into the soft earth.

[Right. Could everyone please make sure you list all active spell and magic item effects with your posts?]

Hit Points:155 AC30 Monthor 
Friday July 25th, 2008 7:51:56 AM

ooc Loot that needs to be split.

Three bags of coins: 8,000 gp
A bag of gems: worth about 500 gp.
The demon armour: 30,000 gp
The feathers and rings ( waiting for DM to identify from Arien's spell Analyze Dweomer in yesterday's post)

Am I missing anything?

43 000 gp
Split 6 ways
Equals 7 150 gp each

-------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
-------------------------------

Monthor concentrates and uses the Scarab to detect Golems ( standard action).



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+11=14 ; d20+12=31 ; d20+19=36 ;
Friday July 25th, 2008 10:55:12 AM

Vedik looks around curiously. He regards the monolith, trying to gain some sense of its construction and possible religious background. That done he looks around and decides the group could use some cheer. He takes out a wand and tries to activate it. "I call this me bard in a stick" he says as the good hope effect hits everyone.

Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

He hopes the joke will cheer the party a bit before the task ahead.

OOC:
Knowledge Arch/Eng: 14
Knowledge Religion: 31
UMD to activate wand of good hope, 36, passed

Mind Blank (SL 8, CL 16, cast in morning)
Greater Magic Weapon (SL 4, CL 16, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, cast before teleport)
Death Ward 0/7min (SL 4, CL 7, cast before teleport)
Good Hope 0/10 min (SL 3, CL 10, cast right after teleport)
Magic Vestment (SL 3, CL 18, cast in morning)
Magic Vestment (SL 3, CL 18, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison (SL 2, CL 16, cast in morning)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

[Extra info - DM Marcin] 
Saturday July 26th, 2008 6:17:28 AM

[Ah yes, I forgot to identify the items for you. What you found is a ring of Water Walking, a ring of Improved Swimming, two Feather Tokens: Anchor, one Feather Token: Fan, and one Feather Token: Swan Boat.]

The monolith seems to be a natural landmark. There are no writtings chiseled into its surface. Its base sits deep in the swamp. It is possible it has been standing here for eons, ever since the Great Freezing brought it here from the north.

No golems are detected within 60 ft of Monthor.

Arien(HP 118/118: AC: 21(touch:17) Stoneskin, Shield Other, Delay Poison, Mage Armor, Good Hope, Spells 
Saturday July 26th, 2008 1:28:28 PM

Arien grimaces at the smell of the place and suggests that the party start exploring.

Draax HP 166, AC35 
Sunday July 27th, 2008 9:34:02 PM

Draax checks all his gear as the group gets their bearings and finishes the magical buffing. He waits to learn the direction the group will be moving in.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)

Tratain Current Spells 
Sunday July 27th, 2008 10:36:53 PM

Tratain says "Looks like we're following the Path, everyone stay alert. We don't know what kind of defenses are set up here to stop intruders"

--------------------------------------------------------------
Tratain HP 198/198 AC 43
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Tongues, Comprehend Language, See Invisibility

Dwight hp 99, AC 25  d20+15=35 ;
Sunday July 27th, 2008 10:42:55 PM

"Sounds like a plan," says the floating unseen voice of a halfling.

spot: 35 (natural 20!!!!!!)


----------------------
Death Ward
Stone Skin 150/159
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.



The gate - DM Marcin 
Monday July 28th, 2008 1:30:46 AM

After making sure that nobody witnessed the arrival of the group the Knights reform and move out. Since there is only one path to follow the group is not overburdened with the choice of directions of exploration.

It is rather hard to follow the trail and keep your boots dry - the stones are spaced out a bit further than comfortable for a human step. Fortunately, it doesn't seem that the group is in for a long walk - after cautiously sneaking forward for just several hundred feet the ground starts to lower. It looks like the path is descending into a huge natural depression. It is filled with white fog. When one looks at it from above it resembles a bit a sizeable lake of milk. The fog is cold and damp; walking through it one can almost feel tangible resistance.

The path continues on. The visibility is reduced to just about thirty feet or so. The stones provide guidance.

And then, after the group has walked for about five minutes in the mist, the vapors suddenly become less dense and it is possible to see further into the distance once again. It seems as if this small valley was covered by a layer of fog like a sheet of ice!

The sides of the valley are overgrown with thick forest. The trees here, just like everywhere else, are devoid of leaves, but there are patches of black, thorny bushes, providing excellent concealment for the group and allowing the Knights to observe what goes on on the bottom of the valley without risk of being seen.

An a sight indeed it is. There is a huge circle of seven massive, black obelisks formed on the muddy ground. The forest ends before the circle as if it was cut with a knive. Not a single bush grows inside their perimeter. There seems to be some kind of haze surrounding each of the stones; the eye gets quickly tired when one tries to watch them for a long period of time. Every now and then an arc of black energy leaps off one of them into the ground in a seemingly random fashion. The patch of stones descends into this circle and abruptly ends.

Right in the middle of the circle sits what seems to be a large outpost of a militant organization.

In the very center of the ring, dominating every other feature of the camp, lies a stone slab. A huge arc of bone-white stone rises boldly from it like a triumphant gate. It stands cold and dead, and yet it doesn't take a mage to sense that it holds power of great magnitude.

This arc, the heart of the base, is surrounded by a cluster of buildings both large and small. All seem to be made out of some kind of white stone and it seems more likely that they have been conjured rather than erected - the walls and ceilings and doorframes and windows all seem a bit crude and their proportions are a bit strange to a person accustomed to living in normal architecture - a sure sign of their magic origin. The largest two of these buildings look like residential mansions due to having two floors and rows of small windows; other buildings resemble a bit laboratories, workshops and storehouses.

There is a crowd of many different beings moving about among the structures. The most prominent of these are iron golems - there is a multitude of them slowly moving about the base and performing various tasks [purple dots on the map]. Some are carrying something from one building to another, other seem to be busy with maintaining the houses, other still seem to be moving about as if on patrol. Every now and then a golem will vanish in one of the houses or another will exit from them. Right next to the dead portal there is a small squad of six standing still. Each of them holds what seems to be a huge metal chest in their hands.

Four large statues, each maybe 20 ft tall, seem to have been positioned around the portal - an unusual sight in a base of Sons of Dread. It is only after a moment that one notices that these are golems, too - but much larger than their lesser iron brethren [light blue dots on the map]. Each of them glints with the unmistakeable blueish sheen of mithral. While the irons seem to be used here as manual labor, these four look like and are stylized as warriors - armor-like breastplates, spikes all over, huge fists the size of battering rams.

Slowly moving about the encampment are a few people, all dressed in the black cloaks typically worn by the Sons [olive dots on the map]. The distance does not allow to see their pale faces clearly, but most seem to be humans. They move about alone or in pairs, seemingly overseeing the golems or tending to some other business in the buildings.

There are four figures that distinctly stand out from the crowd by wearing ornate robes, holding black staffs and moving as if they hovered above the ground [red dots on the map]. All flesh seems to be gone from their bodies leaving behind just the bones. Their long, slender fingers gleam with rings. Evil fire plays in the empty sockets of their skulls crowned with sparkling diadems. These four are gathered around the squad of golems, seemingly inspecting it and their cargo. Two of them are followed by the familiar-looking shield guardians [yellow dots on the map]. The other two have bodyguards of different sort - a vaguely humanoid, clawed creatures that look as if their bodies have been crafted from ice - aside from their bone-white skulls [light green dots on the map]. Crowns of ebony flame seem to dance on their heads [Knowledge(Religion) DC30 Highlight to display spoiler: {These are Winterwights}].

The activity in the camp goes on in eerie silence, broken only occasionally by a hushed conversation that can't be overheard at this range.

[The travel to the party's current location took 20 minutes.]

MonthorHit Points:155 AC30 
Monday July 28th, 2008 8:12:52 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

==================================

Monthor crouches down and awaits Tratain's instructions. Even Monthor isn't fool hardy enough to charge into THAT group.

{ Readied action: Brahm's Tatoo, protection from evil, if the group is attacked }

Monthor then leans in close to Tratain and whispers..
" The robes need to be taken out first. Maybe an ariel attack from an invisible Arien?
Me and Fred have no fear of the golems. We can bypass their damage reduction. Me have enlarge potions and one hast potion left. Me'll use them before attacking. You know what the flame heads are? Me'd bet on some sort of undeads. If they be then those are yours."



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+19=25 ;
Monday July 28th, 2008 11:50:33 AM

Vedik whispers: "I'll recast the good hope from the bard on a stick, and we should recast the deathwards too, they are gone. I've also got a wall of stone, it might give us a round with the casters before the golems get into it. You're right about the robes, at a guess I'd say Liches. They won't take much of a beating, but they will wreck us good if we don't put them down quick. I've got a wand of enlarge person, I can hit all our fighters, but it might make them noticed here. "

He crouches lower on the trail and waits.

OOC:
Use Wand of Good Hope.
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Mind Blank (SL 8, CL 16, cast in morning)
Greater Magic Weapon (SL 4, CL 16, cast in morning)
Stone Skin 150/150 20/150min(SL 4, CL 15, cast before teleport)
Good Hope 0/10 min (SL 3, CL 10, cast right after teleport)
Magic Vestment (SL 3, CL 18, cast in morning)
Magic Vestment (SL 3, CL 18, cast in morning)
Resist Energy, Fire-30 20/110 min (SL 2, CL 11, cast before teleport)
Delay Poison (SL 2, CL 16, cast in morning)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic


Draax HP 177, AC35 
Monday July 28th, 2008 9:00:03 PM

Draax takes in the sights as he hides with the rest of the crew. He nods his head in agree with Monthor about taking the robes out quickly.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)

Tratain Current Spells  d20+15=17 ;
Monday July 28th, 2008 10:24:43 PM

Tratain motions the group back away a little and says, "Looks like theres quite a few of them. Those Ones in the Robes are going to be pretty dangerous. They need to be killed quickly in a concentrated attack. If we let them live for more than a few seconds we are going to be in trouble. They need to be hit as hard as we can hit them as fast as we can hit them. I'd like everyone flying as well, that will take us out of range of some of the golems. I'll redo the Deathwards and Jova I would like you to hit us with the invisibility wand as well before we go. We'll attack from the south east side. I will be able to see us all so I can guide us there. We could really use a Haste spell as well right before we go in for the assault."

When the group is prepared for combat Tratain redoes the Deathward spell on the Party from the wand, Activates his Bead of Karma, casts Shield of Faith on Himself, Drinks his Fly potion. When the group is all Invisible he leads them towards the Encampment, stopping outside the stone Circle to Cast Divine Power and Rightous Might on himself then leads everyone towards the buildings on the south east side to start the attack, trying to keep an cover he can between the group and the Golems wandering around.

--------------------------------------------------------------
Tratain HP 258/234 AC 42 (Large Size, DR 15/Evil)
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Divine Power
Rightous Might
Fly
Invisibility
Bead of Karma
Tongues, Comprehend Language, See Invisibility

Tratain Current Spells 
Monday July 28th, 2008 10:27:03 PM

OOC: On a Side Note everyone needs to be posting and working together every turn. If for whatever reason you don't think you can make every post let one of us know so we can Sub for you. A single round of Inaction by anyone could cause the entire party to be killed. No Pressure or anything :)

Dwight hp 99, AC 25 
Monday July 28th, 2008 11:16:10 PM


Dwight listens to the instructions carefully, knowing if he doesn't do his part, he'll be the first to fall. As spells are being recast and battle prepared for Dwight offers to cast 2 spells (Bulls strength and/or Bear Endurance--CL 6, lasts 6 min).

If no one wants them, he'll cast Bear endurance and cat grace on himself.

Then turn invisible again fingering his bow string.

----------------------
Death Ward
Stone Skin 150/150
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Casted
2nd lvl - 2/2 (domain remains which is air)

Jova 104/104 HP AC 30 
Tuesday July 29th, 2008 12:04:21 AM

Jova does as he is asked. Casting fly spellson all those who need it. Then he readies a Polar Ray spell ready to unleash it in the direction of the Liches.

Arien(HP 118/118: AC: 25(touch:17) Fly, Stoneskin, Shield Other, Delay Poison, Mage Armor, Good Hope, Veil, Shield 
Tuesday July 29th, 2008 3:06:39 AM

Arien casts an extended fly and shield upon himself, then casts a veil upon the party, making them appear as a group of Gelugons, save Tratain who appears to be a mighty Pit Fiend. Arien explains what he has done with the illusion and whispers, "Confusion to our enemies." The elven mage then readies to wreak havoc.

-----
Fly: 3/400 rounds
Stoneskin: 20/150 minutes
Shield Other: 20/1140 minutes
Delay Poison: 19 hours
Mage Armor: 40 hours
Good Hope: 1/100 rounds
Veil: 20 Hours
Shield: 2/400 rounds

[The underline problem edited out by M.]

Advancing - DM Marcin 
Tuesday July 29th, 2008 6:04:57 AM

Invisible, veiled, and spelled up to the maximum the Knights slowly creep through the swampy ground.

A few seconds after the group enters the ring of obelisks a shout comes from someone within the camp followed by other voices. People drop what they have been doing and start looking around. Golems rise to attention. A faint sound of spellcasting can be heard coming from somewhere behind the buildings.

[Map. We start counting time in rounds. Sorry for a map without a grid, but the distances are for now too large to make one. If you have trouble describing accurately your movement just mark it on the map in any graphic editor and and send it to me through e-mail. You can start your round anywhere in the blue square.]

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+19=32 ; d20+18=34 ; d20+18=37 ; d20+18=25 ; 15d6=53 ;
Tuesday July 29th, 2008 8:02:17 AM

Before leaving their position, Vedik casts the following spells: Death Ward, Comprehend Languages, Shield of Faith, Shield Other- Jova, Freedom of Movement, Protection from Evil, Divine Favor, He also hits Monthor with an Enlarge Person from his wand.

When the party attacks, he moves away from the group, taking to the air and getting within 260' of his target. He casts Flame strike, targeting the southwest robed undead and the clawed ice thing.

Monthor: Enlarge Person: The target gains a +2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. Weapons do larger damage. Cl 1, 1 minute duration

Jova, I am taking 1/2 your damage. If you go more than 65 feet from me, the spell ends.

OOC:
UMD for wand: passed
Spell resistance: Undead: 34, Ice thing: 37, Ice thing 2 (wasnt sure if the two dots were one large creature or two small): 25.
Flame Strike: 53 damage, 1/2 fire/1/2 divine. Save DC 23 Reflex for 1/2 damage.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 22/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 1/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 0/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 0/160 min, cast right after entering the valley)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 0/160 min, cast right after entering the valley)
Divine Favor (SL 1, CL 16, 1/10 rnds, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 0/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 0/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

Jova 104/104 HP AC 30  d20+14=32 ; 15d6=59 ; d20+25=45 ;
Tuesday July 29th, 2008 10:21:32 AM

Jova follows close to the hushed voice of Vedik. Jova flies about 20 feet to the left and 10 feet below Vedik. Vedik whispers his intended target, and Jova decides to aim at the dsame foe. If they could eliminate one of the magic users, it would surely improve their odds.

As the flames shhot forth from Vediks outstretched hands, Jova smiles. If the robed one had resistance to one type of element, maybe not with another. His polar ray spell had to be cast at a closer distance, so he opted for the Freezing SDphere. Directing the blast at Vediks target, Jova unleashes his spell.

--Hit AC 32, 59 Damage, Reflex 23 half, 10ft radius, SR 45-Natural 20

MonthorHit Points:189 AC30 
Tuesday July 29th, 2008 12:09:14 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Enlarged- +2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size.

Veiled
Invisible
Fly
Bear Endurance +4 enhancement bonus to Constitution
Haste- +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves

AC 30 + total concealment due to invisibility

--------------------
Previously
To Dwight
"Me'll take some of that Bear Endurance"

Now
Monthor drinks a potion of haste.
Monthor assumes a defensive position and stays with Tratain, moving as Tratain moves.
" Direct me oh wise war leader guy. "

Draax HP 177, AC35  d20+24=30 ; d20+24=44 ; d20+24=40 ; d20+19=27 ; d20+14=24 ; d20+9=23 ; d8+5=9 ; d6=2 ; d8+5=12 ; d8+5=13 ; d8+5=8 ; 2d10=8 ; d8+5=6 ; d6=3 ; d8+5=13 ; d6=6 ; d8+5=10 ; d6=4 ;
Tuesday July 29th, 2008 5:36:13 PM

Draax hovers in place for a second and follows Vedik's and Jova's example by rapid firing at the same target if it is still alive. If their target goes down, Draax will fire at the next closest robed individual.

Hit AC 32 for 11 dmg and 2 fire dmg
Hit AC 46 (crit confirmed if possible to crit) for 14 dmg & 8 fire (if uncritable) or 35 dmg and 8 fire (if critable)
Hit AC 29 for 8 dmg and 3 fire dmg
Hit AC 26 for 15 dmg and 6 fire dmg
Hit AC 25 for 12 dmg and 4 fire dmg
Added +2 to attack rolls and dmg from 'Good Hope'

------------------------------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)
Magic Weapon +5 - bow (From Tratain)
Veiled
Invisible
Fly

Arien(HP 118/118: AC: 25(touch:17)  6d6=19 ; 20d6=64 ; d20+24=37 ; d20+24=33 ; d20+24=34 ; d20+24=32 ; d20+24=29 ; d20+24=40 ; d20+24=27 ; d20+24=30 ; d20+24=28 ; d20+24=33 ; d20+24=29 ;
Tuesday July 29th, 2008 7:10:21 PM

Arien works to take down the liches as quickly as possible to remove the spellcaster ability from the enemy. Arien casts a sunburst in the midst of the enemy, (80-ft.-radius burst, trying to hit as many liches as possible) a huge flash of light exploding damaging undead and possibly blinding those in the midst.

(Sunburst: Non-undead creatures take 19 damage if effected, ref save dc 31 for half, failure to save means blindness; undead creatures in the blast take 64 damage instead, if harmed by bright light are instantly destroyed if ref save dc 31 is failed. Ref save for half damage. Not sure how many creatures have SR or are in the blast so I rolled some SR checks: 37, 33, 34, 32, 29, 40, 27, 30, 28, 33, 29)

-----
Fly: 4/400 rounds
Stoneskin: 20/150 minutes
Shield Other: 20/1140 minutes
Delay Poison: 19 hours
Mage Armor: 40 hours
Good Hope: 2/100 rounds
Veil: 20 Hours
Shield: 3/400 rounds

Tratain Current Spells  d20+15=30 ; 20d6=75 ; d20+24=32 ; d20+24=35 ; d20+24=42 ; d20+24=31 ; d20+24=27 ; d20+24=33 ; d20+24=38 ; d20+24=35 ; d20+24=42 ; d20+24=36 ; d20+24=28 ; d20+24=41 ;
Tuesday July 29th, 2008 8:51:42 PM

Tratain flies North and West a little 40 feet toward the enemies to a position that he is able to see all the Lich's and then casts Firestorm (340 Foot range, 48 10 foot Cubes) attempting to Hit all 4 Lich's and those that are around them.

OOC: I'm assuming that 48 Ten foot cubes should give me the range I need to hit all of them, Those are the Primary targets, and if any of the Other Son's of Dread are in range Tratain will hit them as well.

Firestorm - 75 Damage Reflex DC 26 for Half Damage SR Checks, (Lich1 34, Lich2 37, Lich3 44, Lich4 33, SG1 29, SG2 35, SG3 40, WW1 37, WW2 44, WW3 38, WW4 30)(Extra SR Roll for Hero Point if I fail an SR check, Since I don't know what to shoot for I rolled 1 extra at 43, If I need to use more to Break SR on anything I have Targeted I'll spend more the Check is at +26)

--------------------------------------------------------------
Tratain HP 258/234 AC 42 (Large Size, DR 15/Evil)
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Divine Power
Rightous Might
Fly
Bead of Karma
Tongues, Comprehend Language, See Invisibility

Dwight hp 99, AC 27  d20+32=50 ; d6=5 ; d6=5 ; d6=6 ; d6=5 ; d6=3 ; d20+27=38 ; d6=1 ; d6=6 ; d6=1 ; d6=4 ; d6=1 ; d20+22=29 ; d6=1 ; d6=5 ; d6=6 ; d6=5 ; d6=6 ; d20+31=37 ; d6=6 ; d6=2 ; d6=1 ; d6=5 ; d6=2 ;
Tuesday July 29th, 2008 10:09:41 PM

Before:
Bear's Endurance on Monthor
Cat's Grace on Dwight
-------------------------------
Dwight sees the fires and arrows and adds his own. (He focuses on any remaining liches)

(Notes: F=fire dmg, I=ice dmg, H=holy dmg, B=weapon bonus, current range: up to 120')
Att #1: Holy arrow + 5 = 50 - 2 (distance) = 48
Dmg: 5 + 5F + 6I + 8H + 5B = 29

Att#2: Holy arrow + 5 = 38 - 2(distance) = 36
Dmg: 1 + 6F + 1I + 5H + 5B = 18

Att#3: Holy arrow + 5 = 29 - 2(distance) = 27
Dmg: 1 + 5F + 6I + 11H + 5B = 28

Att#4: Holy arrow + 5 = 37 -2 (distance) = 35
Dmg: 6 + 2F + 1I + 7H + 5B = 21

Total if everything hit: 96

-------------------------------
Death Ward
Stone Skin 150/150
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Cat's Grace: +4 to Dex

Casted
2nd lvl - 2/2 (domain remains which is air)

Round 1: party actions - DM Marcin  [Lich saves vs Vedik's Flame Strike:] d20+24=40 ; [Winterwight saves vs Vedik's Flame Strike:] d20+18=23 ; [Winterwights save vs Arien's Sunburst:] d20+18=23 ; d20+18=21 ; [Mages save vs Arien's Sunburst:] d20+17=21 ; d20+17=18 ; d20+17=32 ; d20+17=26 ; [Liches save vs Arien's Sunburst:] d20+24=28 ; d20+24=33 ; d20+24=27 ; d20+24=26 ; [Shield Guardians save vs Arien's Sunburst:] d20+5=18 ; d20+5=15 ; d20+5=19 ; [Shield Guardians save vs Tratain's Fire Storm] d20+5=18 ; d20+5=20 ; d20+5=23 ; [The Winterwights save vs Tratain's Fire Storm:] d20+18=21 ; d20+18=23 ; d20+18=25 ; d20+18=25 ; [Liches save vs Tratain's Fire Storm:] d20+24=39 ; d20+24=32 ; d20+24=31 ; d20+24=27 ; [Tratain checks vs SR on Mages:] d20=8 ; d20=5 ; d20=20 ; d20=20 ; d20=13 ; d20=10 ; d20=7 ; d20=19 ; [Mages save vs Tratain's Fire Storm:] d20+17=33 ; d20+17=32 ; d20+17=35 ; d20+17=32 ; d20+17=26 ; d20+17=32 ; d20+17=19 ; d20+17=29 ; d20+17=35 ; d20+17=34 ; [Liches save vs Tratain's Fire Storm:] d20+24=26 ; d20+24=27 ; d20+24=41 ; d20+24=31 ;
Wednesday July 30th, 2008 7:54:53 AM

Vedik takes to the air [but he can't quite get as far as 260 ft away from his target - with his speed of 60 and a move action he can move about 40 ft into the air and 40 ft away from the group]. Then he unleashes a torrent of flames at one of the liches and his bodyguards. The lich nimbly turns around in a piruette, as if dancing with the flames, and emerges completely unharmed. Flames wash over the first undead, but it resists the spell completely. The second one is affected, though - the fires eat into its icy body doing extra damage.

Jova, flying close to Vedik, follows the flames with a burst of ice. The frost washes over lich like waves over a rock - its undead nature makes it completely immune to cold. The winterwights are not affected by their natural element, either.

Draax, flying at a moderate height, starts to shoot. All five of his arrows hit their mark, but their flames seem not to hurt the lich at all, and their arrowheads have tough time harming the bony body. Still, some damage does get through.

Arien, staying put next to Draax, fires off a Sunburst. The mage manages to catch all four liches in the area of the spell, as well as four lesser mages and all shield golems and winterwights. The magic washes over golems in the area of the spell without effect. Two of the winterwights manage to resist the effects of the spell, the other two are hurt. Both are blinded. Out of the four necromancers one avoids being blinded. The liches suffer a terrible luck; three out of four are now blind and all hurt, though two have been saved from serious harm by their Shield Guardians. All three Guardians take full effects of the spell.

Tratain moves northwest and unleashes a Fire Storm. The area of the spell is so large that it allows him to target everyone but two of the lesser mages. The golems are immune to the spell, of course. All three shield Guardians are burned to the full effect of the spell. One crumbles to glowing charcoal. The good luck of the party continues as all four of the Winterwights are caught up in the flames and very gravely injured. All four liches, on the other hand, are able to evade the spell completely. None of the ten necromancers manage to resist Tratain's spell [so you don't have to expend hero points this round]. Only one out of the eight necromancers caught in the flaming area is damaged by the flames. Others seem to just dance out of harm's way. All four liches seem to get out of the inferno unharmed, too.

Monthor drinks a potion and stays close to Tratain.

Dwight, sticking close to Arien and Draax, fires off four arrows at the most damaged of the liches. All four hit, but fire and ice does not seem to hurt him any, and Dwight's arrows, just as Draax's, find it hard to penetrate the bones of the undead mage. Still, the southwest lich looks almost finished.

The only remaining invisible individual is Monthor.

Round 1: enemy actions - DM Marcin  [Damage from Horrid Wilting:] 15d6=51 ; 15d6=50 ; 15d6=57 ; 15d6=40 ; 15d6=49 ; 15d6=46 ; 15d6=53 ; [Damage from Fireballs:] 10d6=41 ; 10d6=33 ; 10d6=31 ; 10d6=39 ; 10d6=35 ; 10d6=27 ; 10d6=33 ; [Beating Monthor's SR if it still remains:] d20=18 d20=18 d20=11 d20=10 d20=8 d20=4 d20=18 d20=13 d20=17 d20=18 d20=11
Wednesday July 30th, 2008 8:41:20 AM

The three blinded liches, both blinded winterwights and three blinded necromancers curse and Teleport or Dimension Door out of battle.

The only remaining lich, flying just above the earth, rounds the corner of the building and turns his grinning mask at the party. The Master rases his skeletal hand and channels one of the most dreaded spells in the whole arsenal of a wizard.

[The following PCs are hit by Mage's Disjunction: Tratain, Monthor, Arien, Draax and Dwight. All spells currently active on them are instantly ended. Every magic item carried by them needs to make a Will save DC29 or its magic permamently seeps away - you use either your Will save bonus or item's Will save bonus if it is higher. If you carry magic items in a bag of holding, handy haversack or similar magic container only the container needs to make a save. If it fails it, it is no longer magical and may burst if overloaded, but the items inside it are safe.]

The remaining seven mages rise into the air and launch a torrent of long range dark power and fire at the now-visible party.

[Tratain, Monthor, Arien, Draax and Dwight are hit by seven Horrid Wilting spells. The damages are 51, 50, 57, 40, 49, 46 and 53. The Fort save for half is DC26 for each. Tratain and Monthor are additionally hit by four Quickened Fireballs. The damages are 41, 33, 31 and 39. The Ref save for half is DC23 for each. Arien, Draax and Dwight are additionally hit by three Quickened Fireballs. The damages are 35, 27 and 33. The Ref save for half is DC23 for each. Out of these five only Monthor had SR, but unfortunately everything got through.]

One of the Shield Guardians wanders off into the swamp, following its master who teleported away. The other one moves up to his lich.

The iron golems start to emotionlessly gather around the portal and form a defensive perimeter, obviously following some previous set of instructions. The mithral golems stand quiet and still.

The remaining two winterwights Dimension Door into the ranks of the party.

There is a commotion and shouts inside the buildings. The remaining occupants of the base drop whatever they were doing and fly out of the doors and windows looking for the source of trouble. Among them are two liches and several necromancers.

[Map. Red dots: liches. Light green dots: winterwights. Olive dots: necromancers. Yellow dot: Shield Guardian. Purple dots: iron golems. Light blue dots: mithral golems. The height of those flying is marked on next to the dots.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Wednesday July 30th, 2008 9:18:47 AM

I disbelieve. :)

MonthorHit Points:189 AC30 
Wednesday July 30th, 2008 9:54:42 AM

I quit.

Jova 104/104 HP AC 30 
Wednesday July 30th, 2008 10:52:45 AM

Attacking everything in sight as a strategy or tactic seems to have caught up with the group. In hindsoght shoulda seen it, documented it, then left.

There is an email by Setanos out there, lets talk see what we can do, or not do.

MonthorHit Points:155 AC30  d20+12=13 ; d20+12=19 ; d20+12=26 ; d20+12=13 ; d20+12=18 ; d20+12=25 ; d20+12=30 ; d20+12=31 ; d20+12=15 ; d20+12=23 ; d20+12=22 ; d20+12=15 ; d20+12=28 ; d20+12=14 ; d20+12=23 ; d3=2 ; d20+12=18 ; d20+12=23 ; d20+12=22 ; d20+12=17 ; d20+12=25 ; d20+12=16 ; d20+12=30 ; d20+12=31 ;
Wednesday July 30th, 2008 11:15:31 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem's damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Cloak of Resistance +4
----------------------------------------------------

Saving throws

+5 Plate mail armor 13
+5 ring of protection ( deflection bonus) 19
Ring of Energy Resistance ( Major, fire, 20 points) 26
Belt of Giant Strength +4 13
Winged boots (x3) 18
Scarab of Golem Bane- 25
Fred the Axe 30
Haversack 31
Bracers of protection 15
+2 Gloves of Dexterity 23
Ion stone dusty rose (+1 insight AC bonus) 22
Cloak of Resistance +4 15

In Haversack
Cape of the Mountbank
Necklace of Adaptation
1/ Sovereign glue
1/ potion of Remove Blindness/Deafness
3/ Potions of Enlarge Person
1/ neutralize poison
2/ Quaal's feather token (tree)

------------------------------------------

Four hero points to re roll saving throws.
14,23,18,23
Missed them all.

--------------------------------

Horrid Wilting
Damage 51, 50, 57, 40, 49, 46 and 53
1. 51
2. 50
3. 57
4. 40
5. 49
6. 23
7. 26

.....
No point continuing...

Monthor shrivels up like an old hag and drops face first to the ground. The fire damage is incidental as the dwarven warrior dies... again.

Tratain Current Spells  d20+23=41 ; d20+23=42 ; d3=2 ; d20+23=40 ; d20+23=37 ; d20+23=25 ; d20+23=39 ; d20+23=33 ; d20+23=38 ; d20+23=32 ; d20+23=37 ; d20+23=42 ; d20+23=34 ; d20+23=32 ; d20+23=29 ; d20+23=38 ; d20+26=42 ; d20+26=45 ; d20+26=27 ; d20+26=41 ; d20+26=45 ; d20+15=28 ; d20+15=26 ; d20+15=32 ; d20+15=21 ; d20+26=31 ; d20+26=27 ; d20+26=46 ; d20+26=45 ; d20+15=18 ; d20+15=16 ; d20+15=23 ; d20+23=42 ;
Wednesday July 30th, 2008 5:23:51 PM

Tratain is caught completely off guard from the counter attack of the Son's of Dread, his eyes go wide as the spells hit and his eyes close forever as he is torn to shreds and burned up by the spells. (2 Failed Horrid Wilting Spells and 1 Failed Fireball Save, = -124 Hit Points, I can re-roll using some hero points if it means Life and Death but doesn't look like it'll help any)

Adamantine Holy Warhammer +1 (41)
Mithril Full Plate +1,Heavy Fortification(100% chance of normal Damage on Crit or Sneak Attack) (42)
Hewards Handy Haversack (40)
Periapt of Wisdom +6 (37)
Mithril Large Shield +1, Reflecting (25, Fail)
Bill's Stylish Pants O' Plenty (39)
Cloak of Resistance +5 (33)
Setanos Vestment +2 (38)
Ring of Counter-spellsx2 (32, 37)
Portable Hole (42)
Belt of Constitution +6 (34)
Gloves of Dexterity +4 (32)
Bracers of Natural Armor +5 (29)

Draax HP 177, AC35  d20+17=28 ; d20+17=37 ; d20+17=25 ; d20+17=22 ; d20+17=33 ; d20+17=26 ; d20+17=23 ; d20+16=29 ; d20+16=36 ; d20+16=23 ; d20+13=19 ; d20+13=29 ; d20+13=30 ; d20+13=20 ; d20+13=18 ; d20+13=31 ; d20+13=31 ; d20+13=14 ; d20+13=29 ; d20+13=22 ; d20+13=28 ; d20+13=25 ; d20+13=24 ; d20+13=18 ; d20+13=19 ; d20+13=24 ; d20+13=33 ; d20+13=30 ; d20+13=30 ; d20+13=32 ;
Wednesday July 30th, 2008 7:36:38 PM

Draax cannot believe he could actually feel this much pain, but happily the pain is quickly over and he begins to feel ever lasting peace. (OOC: He is over 100 hit point below)

+1 Helm failed
+5 Mithral Shirt - saved 29
+4 Heavy Mithral shield - saved 30
+3 Holy Cold Iron Longsword - used hero point to reroll saved 33
+2 Flaming Burst longbow - used hero point to reroll saved 30
Cloak of Resistance +3 - used hero point to reroll saved 30
Hat of disguise - saved 31
Bag of Holding Type III - save 31
Ring of Sustenance - failed
Ring of Protection +4 saved
Gloves of Dexterity +4 used hero point to reroll saved 32
Belt of Strength +4 failed
Efficient Quiver - failed
Necklace of Adaptation - failed
Slippers of Spider Climbing - worn

stan/draax 
Wednesday July 30th, 2008 7:38:39 PM

OOC: the slippers of spider climbing also failed.

Arien(HP 118/118: AC: 25(touch:17)  7d20+17=77 ; d20+17=30 ; d20+17=18 ; d20+17=36 ; d20+17=20 ; d20+17=21 ; d20+17=21 ; d20+17=32 ;
Wednesday July 30th, 2008 8:27:28 PM

Arien turns into mesquite elf jerky.

Magic Items save
Headband of Intellect +6 30
Amulet of Health +6 18 dead
Cloak of Resistance +4 36
Ring of Protection +3 20 dead
Heward's Handy Haversack 21 dead
Bill's Stylish Pants O' Plenty 21 dead
Ioun stone 32

Everything else was in the haversack.

((OOC: Not going to bother to rolling the saving throws for the damage, wouldn't matter one way or another.)

Jova 104/104 HP AC 30 
Wednesday July 30th, 2008 9:24:38 PM

Jova winces in pain as he sees his fellows fall to the horrible magic. Flight! Flee!! His m,ind screamed, but his limbs did not obey. Flying close to Vedik he says, "Lets get them. I will get us close, then we can try and grab there bodies and teleport out of there. Protect us if you can."

--Jova will cast greater telport to get next to the fallen guys. Move to Vedik first then teleport.

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Wednesday July 30th, 2008 9:39:38 PM

Appearing over the fallen bodies of Tratain and Monthor, Vedik casts Wall of Stone, encasing the four of them in a small, thick walled dome. He doesn't even take the time to wonder if he's just cast his own tomb. Calling on Alemi, he casts a quickened Divine Power. He then reaches into his pack and takes out a wand. He whispers to Jova "Take these two and go. Come back and meet me where we exited the Fog, at the top of the valley. Good luck friend."

OOC:
Just to clarify, we're teleporting on top of them, like standing on their bodies.
The wall of stone is a dome 10' high, normal thickness, 6 squares around their two bodies.
Move action to take the wand of dimension Door out of his pouch.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 22/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 1/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 0/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 0/160 min, cast right after entering the valley)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 0/160 min, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 0/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 0/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

[DM Marcin] 
Thursday July 31st, 2008 5:13:59 AM

[Holding the next round until tomorrow as per Troy's request.]

Dwight hp 99, AC 27  d20+10=19 ; d20+10=15 ; d20+10=24 ; d20+10=26 ; d20+10=18 ; d20+10=26 ; d20+13=19 ; d20+13=15 ; d20+13=31 ; d20+11=14 ; d20+11=17 ; d20+11=20 ; d20+11=15 ; d20+11=25 ; d20+11=30 ; d20+11=25 ; d20+11=20 ; d20+11=30 ; d20+11=27 ; d20+11=30 ; d20+11=25 ; d20+11=28 ; d20+11=26 ; d20+11=12 ; d20+11=26 ; d20+11=28 ;
Thursday July 31st, 2008 9:52:26 AM

Dwight's eyes glow as the fireballs approaching, knowing he has tasted his last biscuit and drunk his last ale.

[The following PCs are hit by Mage's Disjunction: Tratain, Monthor, Arien, Draax and Dwight. All spells currently active on them are instantly ended. Every magic item carried by them needs to make a Will save DC29 or its magic permamently seeps away - you use either your Will save bonus or item's Will save bonus if it is higher. If you carry magic items in a bag of holding, handy haversack or similar magic container only the container needs to make a save. If it fails it, it is no longer magical and may burst if overloaded, but the items inside it are safe.]

Damage first:
horrid wilings: 51, 50, 57, 40, 49, 53
fort: 19, 15, 24, 26, 18, 26 (damge taken: 51+50+57+20+49+26 = 253)

Frieballs:: 35, 27, 33
reflex: 19, 15, 31 (damage taken: 35 + 27 = 62)

Total death dealt: 315....putting Dwight at -216

Items:
Fiery and Ice Masterwork composite shortbow +2 (14)
Ring of protection +3 (17)
2 quivers of Ehlonna (20)
Boots of speed (15)
Bracers of armor +4 (25)
Hewards handy haversack (30) -- other items safe
Gloves of dex +4 (25)
Wand of cure moderate wounds (45 charges) (20)
+1 flaming shortsword (30)
Ring of invisibility (27)
Broom of flying (30)
Cloak of resistance +3 (25)
36 holy arrows (+2 bonus, +2d6 extra dmg against evil) (28)
50 frost arrows (+1 bonus, +1d6 extra dmg) (26)
Lavender and green ioun stone (12)
Ring of Blink (26)
Hand of Glory (28)


A disaster - DM Marcin  [Teleport rolls:] d100=41 d100=67 d100=50
Friday August 1st, 2008 4:02:20 AM

Jova moves himself and Vedik by magic right over the bodies of Tratain and Monthor. Vedik quickly casts two spells, one to boost his own power, the other one to create a protective shell of thick stone around the two remaining Gray Knights. It instantly becomes pitch black. Vedik, with his dwarven sight, has no problems because of it, but Jova probably can't now see a thing. The dome is just as large as it has to be to cover all four bodies protected by it. The remaining free space is quite limited.

And suddenly the tiny dome gets much, much more cramped as several newcomers arrive through Teleport. Vedik and Jova stand now in the middle of a huddled group of three mages and three liches. Others attempted to get into the hemisphere, too, but there simply wasn't enough room anymore and they got bounced out to the outside. Thumping of heavy feet can be heard outside. No doubt the golems are moving in to tear down the wall.

The situation inside is now quite grotesque as several individuals stand or crouch or lean or stoop huddled closely together like herrings in a barrel [spellcasting in these conditions requires a Concentration DC15 to pull off]. It was the mages who brought the liches in by Teleports. The liches arrived fresh and ready to act [all three seem to have some action readied].

A voice comes out of the black emptiness of the skull of the lich right in front of the two heroes, a voice as deep and dead and hollow as echoes of whispers in a tomb.

"Surrender or be forever destroyed."

[Troy and Dave, please post your next actions with spoiler tags. This is important. I'll edit them to normal posts later. You can read both posts, but the rest of you guys don't peek. I'll e-mail you instructions how one does that just in case. M.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+19=32 ; d20=19 ;
Sunday August 3rd, 2008 3:00:40 PM

Vedik's shoulders slump in apparent defeat. He whispers "We surrend... "Jova, Now!.", hoping to focus their attention on the mage. He thumbs the wand, ready.

OOC:
Ready Action: When any of the liches act against Jova, Dimension Door Jova, Tratain, and if Jova can carry Monthor, him, 760' feet up the path along our route, as far as we can get.
UMD to D-door: Passed.
Bluff check: 19, cause hey, cant hurt.

Jova 104/104 HP AC 30  d20+20=27 ;
Monday August 4th, 2008 12:05:25 AM

Jova reaches down, fumbling he finds a hand. Muttering the words of the all to familiar greater teleport spell, he stays touching Vedik as well. If they are allowed to cast the spell, the desired location for landing is just outside Arraks cave. Con check 27

Round 3 - DM Marcin 
Monday August 4th, 2008 2:33:10 PM

[An amended version of the round - I missed one very important detail. I'm keeping the previous version and associated posts as private DM messages. M.]

Here is what happens:

Jova starts casting a Greater Teleport.

Two of the liches react to his casting, one by starting a spell of his own, the other one by starting a counterspell. They will finish their actions slightly before Jova.

Vedik reacts to the two liches who started casting by activating his wand of Dimension Door. He will finish his action slightly before them!

Vedik takes Jova and bodies of Tratain and Monthor out of the stone dome and into the black forest, just before the spells of the liches hit. This allows Jova to finish his teleportation magic undisturbed.

Both of the remaining Knights and the bodies of their two fallen companions arrive at the door of Arrak's lair!

[Troy and Dave, very nicely played. This is the kind of rules trick that brings a tear to my eye. My hat is off to you for working your resources to the maximum.]

[Vedik and Jova get a hero point each for wrestling two of their companions from fate worse than death. What now, brave Knights?]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+8=20 ;
Monday August 4th, 2008 10:23:58 PM

The old dwarf blinks, scarcely believing they made it out. He wills his heart to slow and looks around, noting that they are near Lord Arrak's lair.

They may try to follow us. he says harshly, pulling a scroll out of his pack and looking about warily. He holds still, waiting.

If nothing disturbs them in the next few seconds, he looks to the sky and casts Detect Magic, searching for the tell tale sensor of a scrying spell. If that seems clear, he tries to gain the attention of one of Lord Arrak's servants without entering the Lair.

OOC:
Move action: Retrieve scroll of mass heal.
Ready Action: If more than one Lich appears within 30', use scroll of mass heal targeting them.
If more than a minute passes, he starts scanning for scrying devices: Spot Check 20.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 23/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 3/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 1/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 1/160 min, cast right after entering the valley)
Divine Power (SL 4, CL 16, 4/16 rounds, cast 2nd round of combat)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 1/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 1/160 min, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 1/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 1/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic


Jova 104/104 HP AC 30 
Monday August 4th, 2008 11:04:04 PM

Jova lands with a thud, opening his eyes to see the hillside near the
dragons lair. Jova had made it a point to memorise this position carefully, knowing spmday he would need top use it.

"Vedik lets get these bodies into the cave as fast as possible. Maybe Arrak will have the ability to ressurect them. We need to tell him of the battle, and plead for his assistasnce top get the others out. We also need to report directly tp the Emerald Dragons. I am in hopes the other Dragon Groups may help us with a rescue."

OOC I was a little confused on the disjunction affecting Jovas equipment or not, since he still was able to use his magic. Do I need top make the checks on my stuff?

At Arrak's lair - DM Marcin 
Tuesday August 5th, 2008 12:07:21 PM

Vedik lands at Arrak's doorstep and immediately gets ready to act should the enemies pursue.

A minute passes. Nothing.

The immediate area is scanned with Detect Magic. Still nothing.

Several minutes later he, Jova, and both bodies are spotted by one of Arrak's gnomes. The little man rises his hand to his mouth and withdraws into the cave. About two minutes later familiar footsteps indicate the arrival of the dragon. He emerges from his cave in his usual human form. The word of greeting freezes in his throat as he notices the dehydrated husks that were once Tratain and Monthor.

As he looks at Vedik and Jova it can be seen on his face how the realization of what will be said in a moment slowly dawns on him.

"Others?" - he finally manages.

[Jova and his equipment were not hit by the Disjunction.]

[Sorry for a later than usual post today.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+12=19 ; d20+17=34 ; d20+12=16 ; d20+17=37 ;
Tuesday August 5th, 2008 1:29:28 PM

Vedik relaxes slightly for what seems like the first time in days but has really only a few minutes.

"We found the gate way, and went to investigate. There were several liches, some golems of iron, and some of mithral, as well as some undead wolf creatures and a host of lesser mages. We made our plans, figuring we could handle the liches and mages with range area spells and take to the air before the golems got too close. We struck first, and did well we thought, blinding and seriously hurting many of the liches. Three of them actually fled. But the lesser mages were not so lesser, seven of them capable of casting high level spells. We figured they would be capable of casting fifth circle magics, but they could cast up to eighth. They all attacked us with horrid wilting and quickly casted fireballs, after one of the liches disjoined us. The damage was too great. Jova and I had been in the back and escaped the blast, but the rest of the knights fell. We were able to get Tratain and Monthor out by sheer luck and will, but the others bodies were too far and teleporting back would doom us all."

He pauses and looks at the bodies.

"I am sorry to have brought this upon your doorstep Lord Arrak, but you have been our most trusted friend and ally. Jova and I need to start the resurrection process quickly. There is a chance the liches do not have Trap the Soul or an Animation Dead spell ready. We might be able to use True Resurrection to retrieve them before their bodies are corrupted or their souls unreachable. Or perhaps try to use powerful magic to return the bodies too us, a Wish or Miracle. Either way, Jova and I must move quickly or the rest will be lost."

He then takes the portable hole from Tratain's remains.

"With this, we have the funds to purchase the required scrolls from the Catacombs. My knowledge of the highest level of clerical spells is incomplete. Would a True Resurrection restore them to life where they are, or would they return with us from Gargul's realm? Is it within the power of Miracle or Wish to move the bodies out of the Son's hands and back to us?"

Vedik ponders these questions himself while waiting for Lord Arrak's answers.

OOC:
Knowledge/Spellcraft checks:
On True Resurrection with body in enemy hands: K:Religion 19, Spellcraft 34
On Miracle/Wish moving bodies: K: Religion: 16, Spellcraft: 37



Jova 104/104 HP AC 30 
Tuesday August 5th, 2008 6:05:31 PM

Jova removes his hat and listens to Vedks tale. Several times he runs his fingers through his hair absentmindly.

"I teleported just outside your lair because of the safety of it. If someone had the ability to follow us, no innocents wpi;lld get injured. If you would rather AI find another spot I will. But it does allow me access to your counsel as well. Vediks account was correct. In hindsight we shouldnt have attacked. But we have won many battles and have always been victoropis, this was unexpected.

"Although it seems impossible, I want to return and get our friends. I differ a little on ressurectuing the souls immediately, rather spend the time and resources getting the others back. I dont know if you have enough contacts, friends that could help us?

"Also I will need to go anfd make a quick report to the Emerald Dragons. They reallly need to know about the gate, and the army guarding it. It is a sad day to say the least."

What options are left - DM Marcin 
Wednesday August 6th, 2008 4:39:20 AM

The dragon is visibly dismayed. He tries to answer questions in turn as soon as they are asked, so that as little time is lost as possible.

"You will need a separate raising spell for each of your dead friends. One spell, even though it brings you in front of Gargul, is enough to raise only one dead soul."

"You need to touch the body of the dead individual - if there still is one - in order to raise him, so unless the bodies of your three dead friends were here you wouldn't be able to even attempt to return them to the world of the living."

"Yes, a carefully worded Wish or a Miracle could bring the three missing bodies from the hands of Sons to here. But it would be stretching the powers of the spell to the limit, and if not worded very carefully it could very well backfire. Also, unless my guess is wrong, it would have to be attempted very, very fast."

"You did just the right thing to come here. This way the Consortium and Council will know of what happened immediately and we can decide how to act that much faster."

"The Sons are no doubt waiting for somebody to come back for the dead bodies. And they may be taking care of them even as we speak. Coming back now would probably be walking into death's embrace."

"Now that you have seen the site with your own eyes it will be much, much easier to scry on it. We should probably do that as soon as you are done with whatever actions you feel appropriate regarding your missing three friends. This way you will have more to tell when you make your report."

[All right, a summary of the state of the game:
1. Vedik and Jova made it back relatively unharmed.
2. Tratain and Monthor are raisable, but lost some equipment due to the Disjunction. That equipment is repairable by a fixer, and thankfully you have one in the party.
3. Draax, Dwight and Arien are, for now, lost. There are three options here:
a) risk a Wish to try to bring their bodies back so that they can be raised together with Monthor and Tratain:
- first you would need a Wish, and fast. If you have one on hand then no problem. If you need to go to the Catacombs to get it, you would need to push your way in line and persuade the people there to serve you fast, so that you have the transaction complete by the end of this Thursday. If you can manage to pull this off then you were fast enough. If not, the Sons will have had enough time to prevent the bodies being taken from their hands that easily.
- once you have access to the Wish there is the matter of proper wording. You need to be very careful when you make the Wish. Me and Matty will look for a way to twist the effect of the spell and if we find one, we will. If all works, however, you will have five bodies instead of two.
b) option two: make three temporary characters and go on a quest to retrieve the bodies of Draax, Arien and Dwight. This would take a bit longer and could mean these three characters come back into the game sometime in 2009.
c) scratch your lost characters and start three new ones.

I invite everybody to start posting on the board again. Those dead should, of course, post either OOC or from a perspective of a floating, roaming spirit, somewhere close to those still alive. Discuss which option you would prefer.]

DM Matt OOC  d100=21 ;
Wednesday August 6th, 2008 8:00:30 AM

While I have no problem with whatever the party chooses, I lean toward (a) or (c). Option (a) seems like something realistic for the group to try (not to mention fun for me and Marcin). Option (c) is just plain simple. But option (b) seems to stretch the game's story continuum a bit too much.

My advice would be to talk via email or posting this morning and let Draax, Arien and Dwight decide. Maybe they prefer new PCs, or maybe they definitely want to come back. But I think it has to be an all or none choice, no partials.

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp 
Wednesday August 6th, 2008 3:08:31 PM

Vedik nods. "Thank you Lord Arrak, we'll go immediately and return."

Jova, can you teleport us to the Catacombs and back please?

Jova 104/104 HP AC 30 
Wednesday August 6th, 2008 6:53:35 PM

Consider this action taken place. We are now back after the Catacombs transaction.

Dwight Dead or Undead or Not Dead? 
Wednesday August 6th, 2008 10:15:11 PM

Dwight opens his eyes again after the flash. Surprisingly he didn't feel anything, as he had expected, just the flash of light, the reflex of oncoming hurt but nothing.

Standing up, Dwight has the sensation of having missed dozens of meals but isn't hungry. Light as air he realizes and is then shocked as he looks down as his own body, twisted, burned and almost non-recognizeable save the broom stick lodged under him.

Wish you were here - DM Marcin 
Thursday August 7th, 2008 5:55:54 AM

Vedik and Jova return to the dragon's lair from their trip to the Catacombs with a handful of scrolls. The deal was closed very fast, but was it fast enough?

The bodies of Tratain and Monthor are still waiting, preserved like mummies by the complete dehydration...

MonthorHit Points:155 AC30 
Thursday August 7th, 2008 8:31:56 AM

Monthor opens his eyes... he feels something strangely familiar...

" Oh orc droppings!!! Me's dead again!!!!"



Jova 104/104 HP AC 30 
Thursday August 7th, 2008 7:15:43 PM

Jova waits impatiently for the wish or miracle spell to be cast. If they could get the bodies here then there would be a chance. If not, then he would be off to enlist the Eeralds and others in a rescue, or at least inform them of the situation.

Dwight Dead or Undead or Not Dead? 
Thursday August 7th, 2008 9:36:48 PM

Unsure of what his current status means, he drops back to the ground hoping not to be noticed. As gross as the thought feels, though he doesn't actually feel anything, he lays upon himself and watches those around him; looking for a friendly face.

[DM Marcin] 
Friday August 8th, 2008 3:40:06 AM

[As I understand Joe is going to make a post stating the exact wording of the Miracle later today. Troy already made and passed a Caster Level check for the scroll, so you don't have to bother with that. Since I'm away from the computer later today I'll make a Friday post tomorrow.]

Vedik (Joe Posting for Troy) 
Friday August 8th, 2008 7:43:12 AM

The old dwarf meditates for a moment, going through the ritual of Woldsblood drawing to center his mind without actually drawing any drops.

He then takes the miracle scroll and reads it, saying this prayer to Alemi.

'Mighty and Powerful Alemi, I humbly seek your aid in bringing my comrades back to life and good health. I request that the bodies of my three recently fallen companions, "the Grey Knights" Arien, Draax, and Dwight, and everything they had in their possession a moment before their last death, be transported intact in front of me immediately, and that they and their belongings appear safely and at no risk to me or others, or cost to me or others, or indebture on me or others. Thank ya me Lord."


The wish comes true - DM Marcin 
Saturday August 9th, 2008 3:57:30 AM

There is a solemn moment of silence as Vedik retrieves the scroll and unrolls it while Jova and Arrak stand nearby and watch.

The spell is cast. The words are chosen.

The magic that is unleashed speeds out into the wide Wold ready to make the wish come true. Far and wide it travels, around many strange lands it flies, circling, seeking, hunting for what was wished for. Few are the powers that could stand in its way. Have the Sons taken precautions to protect against it?

They have not. The body of Dwight materializes at Vedik's feet, followed by the still forms of Arien and Draax. The three Knights look as dried up as Monthor and Tratain, but also somehow more pale and additionally preserved, as if the necromancers were already preparing to start their rites on them. The corridor is filled with a strange herbal smell. Once the three bodies are brought to Arrak's home the spell starts to bring in the posessions of the deceased. They appear one by one and fall to the floor with gentle thuds and clanks. Those of them that have been Disjoined appear in this state and will have to be restored by other means.

Once the magic items are all here - and it seems nothing from the equipment of the three adventurers is missing - the spell starts to bring in mundane stuff - spoons, small knifes, spare clothes, cups - all things that the three deceased could say were their posessions.

And finally...

And finally!

There is a loud and long rumble outside, as if the earth was about to start shaking. As the Knights look outside they see that a great shadow has fallen over the forest, for a strange, enormously large, dark shape blocks out the sun!

The black shilouette hanging in the air descends slowly like a huge bird of prey looking for a place to land. As it finds a resting place on the nearby meadow (taking up most of it) the Knights finally realize it for what it is!

The spell has brought in their mansion from the Plateau City, complete with the tower, the tree, the courtyard, and the lawn!

The Miracle deposits the house on the grass with great care, and for a moment it indeed stands intact, but the ground here is soft and uneven, not suitable to be foundations for such a heavy building. The load bearing walls groan as they try to endure tensions they were never meant to bear. The damage from the last earthquake compounds to the problem. Finally the old mansion gives up and, starting from the south wing, folds down like a house of cards into a pile of wooden beams, bricks and rubble. The tower is the last bit of the house to fall. It starts to lean majestatically and goes down like a felled pine. Only the magnificient tree from the backyard remains standing upright, its roots now firmly planted right in the middle of the meadow.

Eventually the noise of falling stones and breaking wood dies down. Arrak stands next to Vedik and Jova and, as he beholds the mountain of rubble and clouds of dust right in front of his doorstep, looks as if he was not sure if he should laugh or cry.

"My begonia garden!..."

Jova 104/104 HP AC 30 
Sunday August 10th, 2008 11:37:37 AM

"Begonia!! Look at that wondrous new tree!! That should be the envy of everyone." Jova has too sdpeak to cover for his nervousness that the tower had actually come here. Shaking his head, that was not planned on. And now the buildfing was totasllt demolished, instead of rebeuilding, it would now be an effort to cleanup.

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+16=24 ; d20+16=17 ; d20+16=19 ; d20+16=32 ; d20+16=19 ; d20+16=34 ;
Sunday August 10th, 2008 4:59:27 PM

Vedik screams as the mansion comes crashing down. "The people!". He immediately flies to the rubble, calling out "We were using our mansion as a hospital after the earthquake." as explanation to Arrak. Once there, he casts Ethereal Jaunt, and begins to search the rubble as quick as possible, looking for people. When the spell expires, he searches by hand.

If there's no people, he returns and apologizes to Lord Arrak for the destruction.

He then spends the day cleaning up the mess as best he can, using all of his days Woldsblood.

In the morning, he prays for spells and casts speak with dead on each of the Grey Knights, asking them if they wish to be resurrected. He then casts True Resurrection from the scrolls on those who wish it.

OOC:
I wanted to post the rezes to speed this along so the other players can get back into it.
5 Caster level checks (1 hero point reroll). All 5 passed.

MonthorHit Points:155 AC30 
Sunday August 10th, 2008 10:11:54 PM

" Hope the boys raise me soon..... "



To Gargul's realm - DM Marcin 
Monday August 11th, 2008 3:41:12 AM

Vedik immediately flies off in search of people that could be trapped under the rubble, but it seems that the spell didn't bring any of them here, as they couldn't have been considered the possessions of those who passed away.

When apologized to Arrak only sighs. "Well, these things happen when you use powerful magic... I am sorry for your loss. I do hope you'll help with the clean-up, though. Wood will find its uses, but I'll have to think hard to figure out what to do with this much bricks and stone. Until that time, and until you have found a new place to call home, you are welcome to stay under my roof if it pleases you."

Some time is spent that afternoon on cleaning up that mess, but it seems it will take many days to restore the meadow to its original look. Later that evening Arrak sends his gnomes to the closest villages along the safe road to tell the people that free building material is available for taking.

In the morning Vedik and Jova embark on yet another journey to the realm of Gargul, the master of the afterlife, leaving behind the dragon marveling at the strange tree. The spells are cast, the solemn incantations completed. The Wold goes gray and in it several spectral silhouettes materialize - the souls of the fallen Knights who feel the need to continue their existence and their quest.

As the living and the dead are reunited the group starts to experience the now-too-familiar pulling sensation and is drawn into the dark space where the master of the souls abides...

[All right, everyone can post now once again. Do sound off, please, so that we know who wishes to come back. Prepare to meet Gargul.]

Processional [DM Jerry] 
Monday August 11th, 2008 8:55:46 AM

Journey done, the experience of ultra-reality sets in yet again. At least this is not a new feeling. Yet on the other side, this is not an experience that most relish.

The grass of the field outside Gargul's amphitheatre pokes through armor at the feet making each step somewhere between uncomfortable and painful. The blue of the sky sears the brain of the living. Distances do not soften and become dim to view. Looking at anything makes you see it in extreme clarity, which tires the eyes. The sound of a nearby brook is enticing making you have to focus to proceed forward and not be distracted.

A strange event seems to be taking place. As you walk towards the amphitheatre, the dead seem to be coming 'round for a gander. They look and stare. Some encouraging, others appraising. The numbers grow until a corridor is created. It seems everyone wants to finally see who these Grey Knights are.

---------------------

I'll be handling the posts in the Lands of Rest friends.

MonthorHit Points:155 AC30 
Monday August 11th, 2008 11:32:15 AM

Monthor looks around as the masses... well... mass around him and the Knights.

The dwarf raises his hands up and, in his own predictable way, bellows...

" WEEE'RE BAAAAAACK!!!! "

"'sigh.....again. "



Vedik Current Spells AC 33 (15 touch) HP 214/214 
Monday August 11th, 2008 2:44:35 PM

The old dwarf chuckles at Monthor, glad to see him in good spirits. He ponders telling them about the mansion, but he suspects they will find out for themselves when they return from Garguls realm. Or they wont, and the state of the mansion won't really matter.

He is surprised, and a little unnerved by the masses about him. He always viewed Death as a private affair, and his near decade among the dead in the Land of Rest is very fresh in his mind. Still, he squares himself, preparing for whatever challenge awaits.

"Come" he says gravely to the Knights. "We have much to do, and making Lord Gargul wait is not wise."

He cliches his glowing hands unconsciously as he makes his way through the 'corridor'.

Arien(HP ---/---: AC: -- (touch:--) 
Monday August 11th, 2008 4:00:20 PM

Arien, somewhat at a loss due to the audience, gives their viewers a bow and follows Vedik towards Gargul's amphitheatre.

Dwight Dead or Undead or Not Dead? 
Monday August 11th, 2008 7:45:46 PM

Dwight wonders if the masses watch the living pass through or the group as a whole. Regardless, he hopes his arrival here means he gets to return to the wold above. He wonders, as he hussles along at Vedik's unneeded urging, if the masses know anything about the soul-stones; but doesn't stop to find out for fear of getting separated forever.

Jova 104/104 HP AC 30 
Monday August 11th, 2008 8:03:40 PM

Looking aroind in astonishment, he understands very little.

"We should come up with a plan as we walk. If anything has been learned in the pasr days jumping in with both feet isnt always the best course of action."

Tratain 
Monday August 11th, 2008 9:05:24 PM

Tratain materializes and walks with the others, he notices all of the souls watching and is a little concerned. All the other times the group has met with Gargul it has always just been them and Gargul and the Gimp present. He wonders what so many being there means.

Draax 
Monday August 11th, 2008 10:29:08 PM

Draax smiles as he is greeted by two people that he has not seen in a long time. It takes him a while to realize that they did not return to life, but it is he who is now in the land of the dead. He hesitates for a second when he notices that he can still feel a connection with his physical body. He then notices the other Knights heading for a audience with Gargul. He takes a step towards the Knights but then shakes his head to let the others know that he will not be joining them. The smile returns to his face as he goes back to his parent. He takes one last look at the Knights before he walks away from his life.

(OOC: Good luck guys and thanks for the great game. Hopefully if my life slows down some, I will be able to return to the wold in the future.)

Dwight Dead or Undead or Not Dead? 
Tuesday August 12th, 2008 8:50:44 PM

Dwight nods as if Jova can see him, unsure to what extent he could help in such a plan existed.

Dwight Dead or Undead or Not Dead? 
Thursday August 14th, 2008 7:42:30 PM

OOC: Did I miss something, it seems no one has posted since my last post 48 hours ago?


Jova 104/104 HP AC 30 
Thursday August 14th, 2008 8:43:02 PM

OOC I was waiting for Gargul to post...

MonthorHit Points:155 AC30 
Thursday August 14th, 2008 8:53:33 PM

" Gargul is sur taking his sweet time..... HEY GAR!!!! "

In Gargul's Amphitheatre (ACDM Cayzle) 
Saturday August 16th, 2008 9:05:14 AM


[OOC: Here everyone is visible and corporeal, the dead and the living. At least to your perceptions. The only way to tell one from the other is that the living feel more overwhelmed by this place, by its extra-reality, its beauty, by the thrumming energy that underlies everything. This is not a place in which the living could find rest!]

Monthor declares that the party has returned, but has it? Have the Grey Knights met Gargul here before? For this is not the Realm of Shadows, where Gargul most often meets petitioners. This is Haven Far! The Lands of Rest, where the dead dwell before passing on to the next life.

Vedik knows full well where he is. He has spent years here, and he recognizes the ultra-reality, the super-richness of this place. Here the sun is brighter; the air, denser; the blades of grass, sharper. Maybe he too dwelt near to his god, as these dead souls, surely loyal followers of Gargul in the Wold's past, dwell now near the Lord of Death and Life.

Arien, Dwight, and Tratain regard the crowd with a mix of emotions, but they too hustle on, not wanting to keep Gargul waiting.

Jova suggests that the party come up with a plan while walking in, but that goes nowhere are the Grey Knights enter the arena. [OOC: As acting DM, I'm not going to give you guys more time to talk! LOL! You had all week to chat. Maybe you came up with a plan in e-mail? If so, surprise me! But I don't think we need more delay in game at this point! OK?]

Draax sees people he knew back in the Wold. He slowly comes to realize where he is. He does not feel the urgency that the others do to speak with Gargul. Drawn, maybe, by the beauty and mystery of Haven Far, he feels that it is time to part from his comrades, and to find a place here, for now. [OOC: Stan, I'm sorry to see you go! I recall Draax fondly from my days DMing this game. Well, know that you always have a place here, and I hope we'll see you come back when you can!]

The party walks forward into the Arena. And the crowd follows.

Gargul's Amphitheatre is huge, bigger, it seems, than any that the Grey Knights have seen in the Wold. The dead fill the seats, and on the arena floor, Lord Gargul waits seated on an ebony throne. He is a tall figure in a hooded black robe, carrying a book and a crooked staff. The staff glows with a white pure light.

At first it is easy to misjudge the scale, and you think that the god is closer than he is. Then you realize that he is the size of a Storm Giant, and that you must trudge past the seats (which rise like canyon walls when you first enter) and across the floor to approach the god.

You step out onto the sandy arena floor. The sand is hot, and the living feel the individual grains burning their feet even through the boots that you might be wearing. It is just this side of tolerable. As you enter, a great voice rings out --

"YOU HAVE THE STINK OF UNDEATH ON YOU! COME FORWARD AND BE PURIFIED!" The light of the god's staff glows brighter, brighter, brighter, and it burns like the sun come down to earth. The living among you are actually blind if you continue to face the god.

Actions?



Jova 104/104 HP AC 30 
Sunday August 17th, 2008 12:48:54 PM

Jova feels the heat through his shoes. Feels the stares of many. He even is blinded by the visage of his God. All of this he can take. What he doesn't understand is the terrible change in attitudes of Gargul.

"My Lord of Choice. In the Wold we are known as the Gray Knights. We fight against evil beings, and try to protect those who canot for themselves. Currently our struggles take us against the Sons of Dread.

We understand that doesnt mean alot in the grand scheme of the Wold. For that matter, the gtrand scheme of all worlds. WE just desire the oppurtunity to continue with our work, however small it may seem to others. In order to do that we petition for you to return to life 4 of our fallen brothers. That is what we desire. It is upt to you to grant or refuse.

I would have liked to see Gimp again, will he be coming? In any case, I remain your humble servant, Jova Kon, Grim of Gargul."

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+12=29 ;
Sunday August 17th, 2008 6:09:28 PM

Vedik remains quiet. Jova has said all that needs to be said. He presumes the scent of undeath is due to preparations the Son's had made to animate them.

He ponders what appearing here in the Lands of Rest could mean.

OOC:
Knowledge: Religion 29, about true rez bringing the group to the Lands of Rest.

Tratain 
Sunday August 17th, 2008 8:07:39 PM

Tratain walks forward towards Lord Gargul as far as he can and lets the light wash over him, confident that the Group will be cleansed when he has finished.

Arien(HP ---/---: AC: -- (touch:--) 
Sunday August 17th, 2008 8:42:17 PM

Arien strides forward alongside Tratain and into the light.

Gimp's Hint (ACDM Cayzle) 
Sunday August 17th, 2008 8:48:53 PM


Jova declares that he would like to see Gimp again. Then the Gray Knights -- all of them -- hear a voice in their heads ... a familiar voice ... Gimp's voice.

"You guys are in real danger of failing the first test! What part of "Come forward" do you not understand?! Are you trying to ruin His ceremony and piss Him off??"

[DM OOC: This post was composed before I saw posts by Arien and Tratain.]

Gimp adds, just before the imp's mental presence fades, "At least two of you have some sense."

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Sunday August 17th, 2008 9:01:50 PM

Vedik steps forward with Tratain.

Tratain 
Monday August 18th, 2008 6:20:51 AM

Upon hearing Gimp's words in his mind Tratain turns to find that not all of the group has done what Lord Gargul has asked.

He says "Come forward Friends, let Lord Garguls power cleanse the foulness placed upon us by the Son's of Dread."



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